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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using TMPro;
- public class CreateProblem : MonoBehaviour
- {
- [SerializeField] TextMeshProUGUI text_factor_1;
- [SerializeField] TextMeshProUGUI text_factor_2;
- [SerializeField] TextMeshProUGUI text_answer_1;
- [SerializeField] TextMeshProUGUI text_answer_2;
- [SerializeField] TextMeshProUGUI text_answer_3;
- //[SerializeField] Button nextButton;
- int generateNum_1=0;
- int generateNum_2=0;
- int generatewrongAnswer_1=0;
- int generatewrongAnswer_2=0;
- int wrongAnswer_1 = 0;
- int wrongAnswer_2 = 0;
- int correctAnswer = 0;
- int level = 10; //Level numbers
- int totalProblems = 10;
- int[] randomizedAnswers = { 1, 2, 3 };
- private void Start()
- {
- //text_factor_1.text = "";
- //text_factor_2.text = "";
- StartCoroutine(SpinNumberEffect());
- GenerateProblemAndWrongAnswers();
- }
- IEnumerator SpinNumberEffect()
- {
- int spinNum1;
- int spinNum2;
- for (int x = 0; x < 10; x++)
- {
- spinNum1 = Random.Range(1, 12);
- spinNum2 = Random.Range(1, 12);
- text_factor_1.text = spinNum1.ToString();
- text_factor_2.text = spinNum2.ToString();
- yield return new WaitForSeconds(.12f);
- Debug.Log("Random numbers: " + spinNum1 + " x " + spinNum2);
- }
- GenerateProblemAndWrongAnswers();
- }
- public void TestFunction()
- {
- Debug.Log($"The test function is working: {level}");
- }
- public void GenerateProblemAndWrongAnswers()
- {
- Debug.Log("Generating problem.....");
- //Generate problem based on level selected:
- switch (level)
- {
- case 0:
- generateNum_1 = Random.Range(1, 12);
- generateNum_2 = Random.Range(1, 12);
- break;
- case 1:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 2:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 3:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 4:
- generateNum_1 = Random.Range(1, 12);
- generateNum_2 = Random.Range(1, 12);
- break;
- case 5:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 6:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 7:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 8:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 9:
- generateNum_1 = Random.Range(1, 12);
- generateNum_2 = Random.Range(1, 12);
- break;
- case 10:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 11:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- case 12:
- generateNum_1 = level;
- generateNum_2 = Random.Range(1, 12);
- break;
- }
- correctAnswer = generateNum_1 * generateNum_2;
- Debug.Log($"Answer {generateNum_1} x {generateNum_2} = {correctAnswer}");
- //Wrong answers
- generatewrongAnswer_1 = Random.Range(1, 12) * Random.Range(1,12);
- generatewrongAnswer_2 = Random.Range(1, 12) * Random.Range(1, 12); ;
- //ProblemInTextFields();
- }
- void ProblemInTextFields()
- {
- //Add problem to textfields
- text_factor_1.text = generateNum_1.ToString();
- text_factor_2.text = generateNum_2.ToString();
- //Randomize positions of answers (correctAnswer, wrongAnswer1, wrongAnswer2)
- text_answer_1.text = generatewrongAnswer_1.ToString();
- text_answer_2.text = generatewrongAnswer_2.ToString();
- text_answer_3.text = correctAnswer.ToString();// correct answer.
- }
- }
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